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Re: LT Feature List Discussion Thread

#76
Now this can be more in the background but having the boarding like the old Master of Orion planetary invasion should be a simple implementation.
Combat power is determined by adding training bonus, tech bonus, race bonus(if applicable) together for each side.
Then each combat turn you roll 2 numbers. one for the attacker, another for defender.
Adjust their rolls according to their bonuses.
If the difference is large enough then you kill one unit of the losers side. if they are close then either no one dies or both sides lose someone.
This then continues until only one side is left.
Linky for reference

A nice and simple boarding mechanic . . . . I think :ghost:
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Re: LT Feature List Discussion Thread

#77
Talvieno wrote:
Ateerix wrote: I was thinking more simple versions of the features, not any mini-games or FPS elements.
This by itself makes a lot more sense to me. It'd be hard to balance but it could be done. Just make sure you don't win every time if you have a bigger ship. Sometimes you're repelled, sometimes the enemy ship gets destroyed instead... sometimes your own fleet's ship gets boarded.

There will undoubtedly be a mod for it very quickly.
Sooo... is it now completely overpowered by its mere presence or not? Decide :V

Because in the post before you declared it unconditionally overpowered
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Re: LT Feature List Discussion Thread

#78
Black--Snow wrote: This is exactly the mechanic that makes me hate boarding. It's tedious and annoying.
IMHO it's not a feature that would really be missed anyway.
I mean, I disagree, as I will miss it? Don't think you speak for everyone. I don't think that it's tedious or annoying in the slightest as well. If you're already shooting at a ship, and you get it low, (you've obliterated it's shield, taken it's hull down to next to nothing, maybe even disabled it's engines,) then why shouldn't you be able to get the pilot to surrender it's ship to you?

As for the boarding party, it was mentioned about crew mechanics may eventually be a thing, so that's one way to tackle this feature. Alternatively, it doesn't have to be an incredibly complex mechanic. It could work in a similar way as above; you have to get the shield down, get the ship in some disabled state, then you can send a boarding pod. Could work like a missile, a very slow missile, that you have to aim and shoot at the ship. Once it's attached itself, or blown into the hull, depending on if they have some form of defence equipped in the ship, you would capture the ship, or require a second boarding pod. Different levels of defence/quality of boarding pods would dictate the success rate/chances.

I understand and hope it will be easily moddable, and that someone may put this in as I have no experience with modding/programming. I was hoping however that this would be a feature, as space is a dangerous place, and to me it just seems to fit quite well. I also spent most of my time in the X3 series doing just this thing, as it was what I had the most fun with. :)

I think people are turning it into too complex of a feature, it doesn't have to be. Sometimes the simple things are more fun, not everything needs to have several layers before it can be implemented.
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Re: LT Feature List Discussion Thread

#79
JoshParnell wrote:
CSE wrote:Now I did not care for the years of delay. But this. This. THIS! :evil:

I want my money back - or alternatively an idiot-proof procedure to install whatever linux is required on my MacOS hardware to make it run. Plus excuses. And a box of chocolate. With mint.
I am sincerely sorry about it CSE :cry: I will be happy to send chocolates your way. I really will try to support it as soon as possible..just don't see that realistically happening before 1.0. In the mean time, do see if you can't get one of our many fine linux experts around here to help you out :)
Don't worry Josh. You make your wonderful game, and I will care about getting the hardware or software solution.
I am now confident, more than since years. Having a team is the decision that give me faith again, to be honest. 1+1>2, so image what 1+1+1 will give!
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Re: LT Feature List Discussion Thread

#82
Ateerix wrote:
Black--Snow wrote: This is exactly the mechanic that makes me hate boarding. It's tedious and annoying.
IMHO it's not a feature that would really be missed anyway.
I mean, I disagree, as I will miss it? Don't think you speak for everyone. I don't think that it's tedious or annoying in the slightest as well. If you're already shooting at a ship, and you get it low, (you've obliterated it's shield, taken it's hull down to next to nothing, maybe even disabled it's engines,) then why shouldn't you be able to get the pilot to surrender it's ship to you?

I understand and hope it will be easily moddable, and that someone may put this in as I have no experience with modding/programming. I was hoping however that this would be a feature, as space is a dangerous place, and to me it just seems to fit quite well. I also spent most of my time in the X3 series doing just this thing, as it was what I had the most fun with. :)

I think people are turning it into too complex of a feature, it doesn't have to be. Sometimes the simple things are more fun, not everything needs to have several layers before it can be implemented.
The issue with boarding is LT is that the AI will do it to. That means it's a non-optional feature which can change the way warfare is done, requiring more micro in regards to preventing that.

In Space Pirates And Zombies, boarding is not used by the AI until the zombies arrive, which is where I stop playing because I utterly despise boarding that much. It's a boring and cheap way to take over a ship, independent of the ships' technical prowess you just shove people on it until it's yours.
If it's done, it'll have to be done very well for me to not dislike it, let alone like it.
<Detritus> I went up to my mom and said "hey... do you feel like giving five dollars to black lives matter?" and she laughed and said no :v <Black--Snow> my life does matter though ~~ added by Hema on Jun 11 2020 (2770)
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Re: LT Feature List Discussion Thread

#84
Cornflakes_91 wrote:
Black--Snow wrote:independent of the ships' technical prowess you just shove people on it until it's yours.
erm... if you can just sit there and keep shoving people towards that ship, you already defeated the ships technical prowess anyway.
Tell me how that's true for SPAZ's boarding, Corn?
It's not. If the shields are down, doesn't matter about the armour if you shoot enough boarding pods at them, you'll win over the ship. It essentially makes armour focus non viable since only shields stop boarding.
<Detritus> I went up to my mom and said "hey... do you feel like giving five dollars to black lives matter?" and she laughed and said no :v <Black--Snow> my life does matter though ~~ added by Hema on Jun 11 2020 (2770)
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Re: LT Feature List Discussion Thread

#85
Black--Snow wrote: Tell me how that's true for SPAZ's boarding, Corn?
It's not. If the shields are down, doesn't matter about the armour if you shoot enough boarding pods at them, you'll win over the ship. It essentially makes armour focus non viable since only shields stop boarding.
then.. dont let the boarding specialised ships survive near your battleship?

if they can survive long enough near you to drop their boarding pods AND their boarding pods get through you are doing something wrong.

i have a couple of full SPAZ playthroughs behind me and dont remember any significant annoyances with boarding parties.
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Re: LT Feature List Discussion Thread

#87
brunomoose wrote:
Fri Jun 09, 2017 1:30 pm
I saw sandbox mode listed as a maybe for version 1.0. Can anyone elaborate on how LT would not be a sandbox from the beginning?
Sandbox mode is likely referring here to a god mode; player invulnerability, near-instantaneous interstellar and in-system travel not bound to an avatar, and entity spawning/editing tools.
"omg such tech many efficiency WOW" ~ Josh Parnell
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Re: LT Feature List Discussion Thread

#88
Cornflakes_91 wrote:
Tue May 30, 2017 5:27 pm
i dont think that that overrode the actual tradeoff/small increment mechanics but rather just moved the techtree from being somewhere untouchable to the "Physical" realm.
with the rest being more or less untouched.
(josh even drops a line where he states that things can be "a little bit better" after a research step)
I'd still like to get an answer to this from Josh at some point. If research is reallocation of points I think that it would be worthy of a new thread to discuss how the system is being proposed to work and what changes it might need for varied game play.
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